CString EffectStyle::toXML() const
		{
			XmlUtils::CNodeValue oValue;
			oValue.Write(EffectList);
			oValue.WriteNullable(scene3d);
			oValue.WriteNullable(sp3d);

			return XmlUtils::CreateNode(_T("a:effectStyle"), oValue);
		}
Beispiel #2
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		std::wstring CxnSp::toXML() const
		{
			XmlUtils::CNodeValue oValue;
			oValue.Write(nvCxnSpPr);
			oValue.Write(spPr);
			oValue.WriteNullable(style);

			return XmlUtils::CreateNode(m_namespace + L":cxnSp", oValue);
		}
		CString NvGrpSpPr::toXML() const
		{
			XmlUtils::CNodeValue oValue;
			oValue.Write(cNvPr);
			oValue.Write(cNvGrpSpPr);
			oValue.Write(nvPr);

			return XmlUtils::CreateNode(_T("p:nvGrpSpPr"), oValue);
		}
		CString Blip::toXML() const
		{
			XmlUtils::CAttribute oAttr;

			if (embed.IsInit())
				oAttr.Write(_T("r:embed"), embed->ToString());
			if (link.IsInit())
				oAttr.Write(_T("r:link"), link->ToString());
			oAttr.WriteLimitNullable(_T("cstate"), cstate);

			XmlUtils::CNodeValue oValue;
			oValue.WriteArray(Effects);

			CString strName = (_T("") == m_namespace) ? _T("blip") : (m_namespace + _T(":blip"));
			return XmlUtils::CreateNode(strName, oAttr, oValue);
		}
		CString SpPr::toXML() const
		{
			XmlUtils::CAttribute oAttr;
			oAttr.WriteLimitNullable(_T("bwMode"), bwMode);

			XmlUtils::CNodeValue oValue;
			oValue.WriteNullable(xfrm);
			oValue.Write(Geometry);
			oValue.Write(Fill);
			oValue.WriteNullable(ln);
			oValue.Write(EffectList);
			oValue.WriteNullable(scene3d);
			oValue.WriteNullable(sp3d);

			return XmlUtils::CreateNode(m_namespace + _T(":spPr"), oAttr, oValue);
		}